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Merge branch 'master' into sample-point-multiple
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@ -14,6 +14,7 @@ using osu.Game.Screens.Backgrounds;
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using osu.Game.Screens.Edit;
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using osu.Game.Screens.Edit.Components.Timelines.Summary;
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using osu.Game.Screens.Edit.GameplayTest;
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using osu.Game.Screens.Play;
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using osu.Game.Tests.Beatmaps.IO;
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using osuTK.Graphics;
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using osuTK.Input;
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@ -150,6 +151,35 @@ namespace osu.Game.Tests.Visual.Editing
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AddAssert("track stopped", () => !Beatmap.Value.Track.IsRunning);
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}
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[Test]
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public void TestSharedClockState()
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{
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AddStep("seek to 00:01:00", () => EditorClock.Seek(60_000));
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AddStep("click test gameplay button", () =>
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{
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var button = Editor.ChildrenOfType<TestGameplayButton>().Single();
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InputManager.MoveMouseTo(button);
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InputManager.Click(MouseButton.Left);
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});
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EditorPlayer editorPlayer = null;
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AddUntilStep("player pushed", () => (editorPlayer = Stack.CurrentScreen as EditorPlayer) != null);
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GameplayClockContainer gameplayClockContainer = null;
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AddStep("fetch gameplay clock", () => gameplayClockContainer = editorPlayer.ChildrenOfType<GameplayClockContainer>().First());
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AddUntilStep("gameplay clock running", () => gameplayClockContainer.IsRunning);
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AddAssert("gameplay time past 00:01:00", () => gameplayClockContainer.CurrentTime >= 60_000);
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double timeAtPlayerExit = 0;
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AddWaitStep("wait some", 5);
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AddStep("store time before exit", () => timeAtPlayerExit = gameplayClockContainer.CurrentTime);
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AddStep("exit player", () => editorPlayer.Exit());
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AddUntilStep("current screen is editor", () => Stack.CurrentScreen is Editor);
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AddAssert("time is past player exit", () => EditorClock.CurrentTime >= timeAtPlayerExit);
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}
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public override void TearDownSteps()
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{
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base.TearDownSteps();
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@ -31,12 +31,18 @@ namespace osu.Game.Tests.Visual.Gameplay
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{
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AddUntilStep("wait for fail", () => Player.HasFailed);
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AddUntilStep("wait for fail overlay", () => ((FailPlayer)Player).FailOverlay.State.Value == Visibility.Visible);
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// The pause screen and fail animation both ramp frequency.
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// This tests to ensure that it doesn't reset during that handoff.
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AddAssert("frequency only ever decreased", () => !((FailPlayer)Player).FrequencyIncreased);
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}
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private class FailPlayer : TestPlayer
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{
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public new FailOverlay FailOverlay => base.FailOverlay;
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public bool FrequencyIncreased { get; private set; }
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public FailPlayer()
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: base(false, false)
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{
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@ -47,6 +53,19 @@ namespace osu.Game.Tests.Visual.Gameplay
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base.LoadComplete();
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HealthProcessor.FailConditions += (_, __) => true;
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}
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private double lastFrequency = double.MaxValue;
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protected override void Update()
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{
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base.Update();
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double freq = Beatmap.Value.Track.AggregateFrequency.Value;
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FrequencyIncreased |= freq > lastFrequency;
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lastFrequency = freq;
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}
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}
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}
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}
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